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6 Commits
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846badc081
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846badc081 | |
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1cb7fa05ec | |
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5042d6ebc7 | |
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d4a8668b54 | |
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9c7baa29ef | |
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40788d445d |
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@ -1,94 +0,0 @@
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import {createModel, Signal, signal} from '@preact/signals-core';
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import {createEntityCollection} from "../utils/entity";
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import {Part} from "./part";
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import {Region} from "./region";
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import {RuleDef, RuleRegistry, RuleContext, RuleEngineHost, dispatchCommand as dispatchRuleCommand} from "./rule";
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export type Context = {
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type: string;
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}
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export const GameContext = createModel((root: Context) => {
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const parts = createEntityCollection<Part>();
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const regions = createEntityCollection<Region>();
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const rules = signal<RuleRegistry>(new Map());
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const ruleContexts = signal<RuleContext<unknown>[]>([]);
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const contexts = signal<Signal<Context>[]>([]);
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contexts.value = [signal(root)];
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function pushContext(context: Context) {
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const ctxSignal = signal(context);
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contexts.value = [...contexts.value, ctxSignal];
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return context;
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}
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function popContext() {
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if (contexts.value.length > 1) {
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contexts.value = contexts.value.slice(0, -1);
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}
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}
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function latestContext<T extends Context>(type: T['type']): Signal<T> | undefined {
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for(let i = contexts.value.length - 1; i >= 0; i--){
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if(contexts.value[i].value.type === type){
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return contexts.value[i] as Signal<T>;
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}
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}
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return undefined;
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}
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function registerRule(name: string, rule: RuleDef<unknown, RuleEngineHost>) {
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const newRules = new Map(rules.value);
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newRules.set(name, rule);
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rules.value = newRules;
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}
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function unregisterRule(name: string) {
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const newRules = new Map(rules.value);
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newRules.delete(name);
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rules.value = newRules;
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}
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function addRuleContext(ctx: RuleContext<unknown>) {
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ruleContexts.value = [...ruleContexts.value, ctx];
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}
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function removeRuleContext(ctx: RuleContext<unknown>) {
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ruleContexts.value = ruleContexts.value.filter(c => c !== ctx);
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}
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function dispatchCommand(this: GameContextInstance, input: string) {
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return dispatchRuleCommand({
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rules: rules.value,
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ruleContexts: ruleContexts.value,
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addRuleContext,
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removeRuleContext,
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pushContext,
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popContext,
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latestContext,
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parts,
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regions,
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} as any, input);
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}
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return {
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parts,
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regions,
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rules,
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ruleContexts,
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contexts,
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pushContext,
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popContext,
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latestContext,
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registerRule,
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unregisterRule,
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dispatchCommand,
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}
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})
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/** 创建游戏上下文实<E69687>?*/
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export function createGameContext(root: Context = { type: 'game' }) {
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return new GameContext(root);
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}
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export type GameContextInstance = ReturnType<typeof createGameContext>;
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@ -0,0 +1,49 @@
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import {createEntityCollection} from "../utils/entity";
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import {Part} from "./part";
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import {Region} from "./region";
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import {
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Command,
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CommandRegistry,
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type CommandRunner, CommandRunnerContext,
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CommandRunnerContextExport, CommandSchema,
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createCommandRunnerContext, parseCommandSchema,
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PromptEvent
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} from "../utils/command";
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import {AsyncQueue} from "../utils/async-queue";
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export interface IGameContext {
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parts: ReturnType<typeof createEntityCollection<Part>>;
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regions: ReturnType<typeof createEntityCollection<Region>>;
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commands: CommandRunnerContextExport<IGameContext>;
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prompts: AsyncQueue<PromptEvent>;
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}
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/**
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* creates a game context.
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* expects a command registry already registered with commands.
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* @param commandRegistry
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*/
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export function createGameContext(commandRegistry: CommandRegistry<IGameContext>) {
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const parts = createEntityCollection<Part>();
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const regions = createEntityCollection<Region>();
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const ctx: IGameContext = {
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parts,
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regions,
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commands: null!,
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prompts: new AsyncQueue(),
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};
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ctx.commands = createCommandRunnerContext(commandRegistry, ctx);
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ctx.commands.on('prompt', (prompt: PromptEvent) => ctx.prompts.push(prompt));
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return ctx;
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}
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export function createGameCommand<TResult>(
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schema: CommandSchema | string,
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run: (this: CommandRunnerContext<IGameContext>, command: Command) => Promise<TResult>
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): CommandRunner<IGameContext, TResult> {
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return {
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schema: typeof schema === 'string' ? parseCommandSchema(schema) : schema,
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run,
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};
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}
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233
src/core/rule.ts
233
src/core/rule.ts
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@ -1,233 +0,0 @@
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import {Command, CommandSchema, parseCommand, parseCommandSchema, applyCommandSchema} from "../utils/command";
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export type RuleState = 'running' | 'yielded' | 'waiting' | 'invoking' | 'done';
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export type SchemaYield = { type: 'schema'; value: string | CommandSchema };
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export type InvokeYield = { type: 'invoke'; rule: string; command: Command };
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export type RuleYield = SchemaYield | InvokeYield;
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export type RuleContext<T = unknown> = {
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type: string;
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schema?: CommandSchema;
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generator: Generator<RuleYield, T, Command | RuleContext<unknown>>;
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parent?: RuleContext<unknown>;
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children: RuleContext<unknown>[];
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state: RuleState;
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resolution?: T;
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}
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export type RuleDef<T = unknown, H extends RuleEngineHost = RuleEngineHost> = {
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schema: CommandSchema;
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create: (this: H, cmd: Command) => Generator<RuleYield, T, Command | RuleContext<unknown>>;
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};
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export type RuleRegistry = Map<string, RuleDef<unknown, RuleEngineHost>>;
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export type RuleEngineHost = {
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rules: RuleRegistry;
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ruleContexts: RuleContext<unknown>[];
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addRuleContext: (ctx: RuleContext<unknown>) => void;
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removeRuleContext: (ctx: RuleContext<unknown>) => void;
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};
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export function createRule<T, H extends RuleEngineHost = RuleEngineHost>(
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schemaStr: string,
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fn: (this: H, cmd: Command) => Generator<RuleYield, T, Command | RuleContext<unknown>>
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): RuleDef<T, H> {
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return {
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schema: parseCommandSchema(schemaStr, ''),
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create: fn as RuleDef<T, H>['create'],
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};
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}
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function parseYieldedSchema(value: string | CommandSchema): CommandSchema {
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if (typeof value === 'string') {
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return parseCommandSchema(value, '');
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}
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return value;
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}
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function addContextToHost(host: RuleEngineHost, ctx: RuleContext<unknown>) {
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host.addRuleContext(ctx);
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}
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function discardChildren(host: RuleEngineHost, parent: RuleContext<unknown>) {
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for (const child of parent.children) {
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host.removeRuleContext(child);
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}
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parent.children = [];
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parent.state = 'yielded';
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}
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function commandMatchesSchema(command: Command, schema: CommandSchema): boolean {
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const requiredParams = schema.params.filter(p => p.required);
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const variadicParam = schema.params.find(p => p.variadic);
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if (command.params.length < requiredParams.length) {
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return false;
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}
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if (!variadicParam && command.params.length > schema.params.length) {
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return false;
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}
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const requiredOptions = Object.values(schema.options).filter(o => o.required);
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for (const opt of requiredOptions) {
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const hasOption = opt.name in command.options || (opt.short && opt.short in command.options);
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if (!hasOption) {
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return false;
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}
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}
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return true;
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}
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function applySchemaToCommand(command: Command, schema: CommandSchema): Command {
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return applyCommandSchema(command, schema).command;
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}
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function findYieldedContext(contexts: RuleContext<unknown>[]): RuleContext<unknown> | undefined {
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for (let i = contexts.length - 1; i >= 0; i--) {
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const ctx = contexts[i];
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if (ctx.state === 'yielded') {
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return ctx;
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}
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}
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return undefined;
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}
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function createContext<T>(
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command: Command,
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ruleDef: RuleDef<T>,
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host: RuleEngineHost,
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parent?: RuleContext<unknown>
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): RuleContext<T> {
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return {
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type: ruleDef.schema.name,
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schema: undefined,
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generator: ruleDef.create.call(host, command),
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parent,
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children: [],
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state: 'running',
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resolution: undefined,
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};
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}
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function handleGeneratorResult<T>(
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host: RuleEngineHost,
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ctx: RuleContext<T>,
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result: IteratorResult<RuleYield, T>
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): RuleContext<unknown> | undefined {
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if (result.done) {
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ctx.resolution = result.value;
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ctx.state = 'done';
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return resumeParentAfterChildComplete(host, ctx as RuleContext<unknown>);
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}
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const yielded = result.value;
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if (yielded.type === 'invoke') {
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const childRuleDef = host.rules.get(yielded.rule);
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if (childRuleDef) {
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ctx.state = 'invoking';
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return invokeChildRule(host, yielded.rule, yielded.command, ctx as RuleContext<unknown>);
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} else {
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ctx.schema = parseYieldedSchema({ name: '', params: [], options: {}, flags: {} });
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ctx.state = 'yielded';
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}
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} else {
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ctx.schema = parseYieldedSchema(yielded.value);
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ctx.state = 'yielded';
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}
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return undefined;
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}
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function stepGenerator<T>(
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host: RuleEngineHost,
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ctx: RuleContext<T>
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): RuleContext<T> {
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const result = ctx.generator.next();
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const resumed = handleGeneratorResult(host, ctx, result);
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if (resumed) return resumed as RuleContext<T>;
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return ctx;
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}
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function invokeChildRule<T>(
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host: RuleEngineHost,
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ruleName: string,
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command: Command,
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parent: RuleContext<unknown>
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): RuleContext<T> {
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const ruleDef = host.rules.get(ruleName)!;
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const ctx = createContext(command, ruleDef, host, parent);
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parent.children.push(ctx as RuleContext<unknown>);
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addContextToHost(host, ctx as RuleContext<unknown>);
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return stepGenerator(host, ctx) as RuleContext<T>;
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}
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function resumeParentAfterChildComplete(
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host: RuleEngineHost,
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childCtx: RuleContext<unknown>
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): RuleContext<unknown> | undefined {
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const parent = childCtx.parent;
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if (!parent || parent.state !== 'invoking') return undefined;
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parent.children = parent.children.filter(c => c !== childCtx);
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const result = parent.generator.next(childCtx);
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const resumed = handleGeneratorResult(host, parent, result);
|
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if (resumed) return resumed;
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return parent;
|
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}
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|
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function invokeRule<T>(
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host: RuleEngineHost,
|
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command: Command,
|
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ruleDef: RuleDef<T>,
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parent?: RuleContext<unknown>
|
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): RuleContext<T> {
|
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const ctx = createContext(command, ruleDef, host, parent);
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|
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if (parent) {
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discardChildren(host, parent);
|
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parent.children.push(ctx as RuleContext<unknown>);
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parent.state = 'waiting';
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}
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|
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addContextToHost(host, ctx as RuleContext<unknown>);
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|
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return stepGenerator(host, ctx);
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}
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|
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function feedYieldedContext(
|
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host: RuleEngineHost,
|
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ctx: RuleContext<unknown>,
|
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command: Command
|
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): RuleContext<unknown> {
|
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const typedCommand = applySchemaToCommand(command, ctx.schema!);
|
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const result = ctx.generator.next(typedCommand);
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const resumed = handleGeneratorResult(host, ctx, result);
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return resumed ?? ctx;
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}
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|
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export function dispatchCommand(host: RuleEngineHost, input: string): RuleContext<unknown> | undefined {
|
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const command = parseCommand(input);
|
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|
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const matchedRule = host.rules.get(command.name);
|
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if (matchedRule) {
|
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const typedCommand = applySchemaToCommand(command, matchedRule.schema);
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const parent = findYieldedContext(host.ruleContexts);
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return invokeRule(host, typedCommand, matchedRule, parent);
|
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}
|
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|
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for (let i = host.ruleContexts.length - 1; i >= 0; i--) {
|
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const ctx = host.ruleContexts[i];
|
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if (ctx.state === 'yielded' && ctx.schema && commandMatchesSchema(command, ctx.schema)) {
|
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return feedYieldedContext(host, ctx, command);
|
||||
}
|
||||
}
|
||||
|
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return undefined;
|
||||
}
|
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11
src/index.ts
11
src/index.ts
|
|
@ -4,8 +4,8 @@
|
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*/
|
||||
|
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// Core types
|
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export type { Context } from './core/context';
|
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export { GameContext, createGameContext } from './core/context';
|
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export type { IGameContext } from './core/game';
|
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export { createGameContext } from './core/game';
|
||||
|
||||
export type { Part } from './core/part';
|
||||
export { flip, flipTo, roll } from './core/part';
|
||||
|
|
@ -13,15 +13,12 @@ export { flip, flipTo, roll } from './core/part';
|
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export type { Region, RegionAxis } from './core/region';
|
||||
export { applyAlign, shuffle } from './core/region';
|
||||
|
||||
export type { RuleContext, RuleState, RuleDef, RuleRegistry } from './core/rule';
|
||||
export { createRule, dispatchCommand } from './core/rule';
|
||||
|
||||
// Utils
|
||||
export type { Command, CommandSchema, CommandParamSchema, CommandOptionSchema, CommandFlagSchema } from './utils/command';
|
||||
export { parseCommand, parseCommandSchema, validateCommand, parseCommandWithSchema, applyCommandSchema } from './utils/command';
|
||||
|
||||
export type { CommandRunner, CommandRunnerHandler, CommandRegistry, CommandRunnerContext } from './utils/command';
|
||||
export { createCommandRegistry, registerCommand, unregisterCommand, hasCommand, getCommand, runCommand, createCommandRunnerContext } from './utils/command';
|
||||
export type { CommandRunner, CommandRunnerHandler, CommandRunnerContext, PromptEvent, CommandRunnerEvents } from './utils/command';
|
||||
export { createCommandRegistry, registerCommand, unregisterCommand, hasCommand, getCommand, runCommand, runCommandParsed, createCommandRunnerContext, type CommandRegistry, type CommandRunnerContextExport } from './utils/command';
|
||||
|
||||
export type { Entity, EntityAccessor } from './utils/entity';
|
||||
export { createEntityCollection } from './utils/entity';
|
||||
|
|
|
|||
|
|
@ -1,13 +1,9 @@
|
|||
import { GameContextInstance } from '../core/context';
|
||||
import type { RuleEngineHost, RuleContext } from '../core/rule';
|
||||
import { createRule, type InvokeYield, type SchemaYield } from '../core/rule';
|
||||
import type { Command } from '../utils/command';
|
||||
import { IGameContext } from '../core/game';
|
||||
import {CommandRegistry, CommandRunner, registerCommand} from '../utils/command';
|
||||
import type { Part } from '../core/part';
|
||||
import type { Region } from '../core/region';
|
||||
import type { Context } from '../core/context';
|
||||
import {createGameCommand} from "../core/game";
|
||||
|
||||
export type TicTacToeState = Context & {
|
||||
type: 'tic-tac-toe';
|
||||
export type TicTacToeState = {
|
||||
currentPlayer: 'X' | 'O';
|
||||
winner: 'X' | 'O' | 'draw' | null;
|
||||
moveCount: number;
|
||||
|
|
@ -17,37 +13,18 @@ type TurnResult = {
|
|||
winner: 'X' | 'O' | 'draw' | null;
|
||||
};
|
||||
|
||||
type TicTacToeHost = RuleEngineHost & {
|
||||
pushContext: (context: Context) => any;
|
||||
latestContext: <T>(type: string) => { value: T } | undefined;
|
||||
regions: { add: (...entities: any[]) => void; get: (id: string) => { value: { children: any[] } } };
|
||||
parts: { add: (...entities: any[]) => void; get: (id: string) => any; collection: { value: Record<string, { value: Part }> } };
|
||||
};
|
||||
|
||||
function getBoardRegion(host: TicTacToeHost) {
|
||||
export function getBoardRegion(host: IGameContext) {
|
||||
return host.regions.get('board');
|
||||
}
|
||||
|
||||
function isCellOccupied(host: TicTacToeHost, row: number, col: number): boolean {
|
||||
export function isCellOccupied(host: IGameContext, row: number, col: number): boolean {
|
||||
const board = getBoardRegion(host);
|
||||
return board.value.children.some(
|
||||
(child: { value: { position: number[] } }) => child.value.position[0] === row && child.value.position[1] === col
|
||||
);
|
||||
}
|
||||
|
||||
function checkWinner(host: TicTacToeHost): 'X' | 'O' | 'draw' | null {
|
||||
const parts = Object.values(host.parts.collection.value).map((s: { value: Part }) => s.value);
|
||||
|
||||
const xPositions = parts.filter((_: Part, i: number) => i % 2 === 0).map((p: Part) => p.position);
|
||||
const oPositions = parts.filter((_: Part, i: number) => i % 2 === 1).map((p: Part) => p.position);
|
||||
|
||||
if (hasWinningLine(xPositions)) return 'X';
|
||||
if (hasWinningLine(oPositions)) return 'O';
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
function hasWinningLine(positions: number[][]): boolean {
|
||||
export function hasWinningLine(positions: number[][]): boolean {
|
||||
const lines = [
|
||||
[[0, 0], [0, 1], [0, 2]],
|
||||
[[1, 0], [1, 1], [1, 2]],
|
||||
|
|
@ -66,7 +43,19 @@ function hasWinningLine(positions: number[][]): boolean {
|
|||
);
|
||||
}
|
||||
|
||||
function placePiece(host: TicTacToeHost, row: number, col: number, moveCount: number) {
|
||||
export function checkWinner(host: IGameContext): 'X' | 'O' | 'draw' | null {
|
||||
const parts = Object.values(host.parts.collection.value).map((s: { value: Part }) => s.value);
|
||||
|
||||
const xPositions = parts.filter((_: Part, i: number) => i % 2 === 0).map((p: Part) => p.position);
|
||||
const oPositions = parts.filter((_: Part, i: number) => i % 2 === 1).map((p: Part) => p.position);
|
||||
|
||||
if (hasWinningLine(xPositions)) return 'X';
|
||||
if (hasWinningLine(oPositions)) return 'O';
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
export function placePiece(host: IGameContext, row: number, col: number, moveCount: number) {
|
||||
const board = getBoardRegion(host);
|
||||
const piece: Part = {
|
||||
id: `piece-${moveCount}`,
|
||||
|
|
@ -79,84 +68,58 @@ function placePiece(host: TicTacToeHost, row: number, col: number, moveCount: nu
|
|||
board.value.children.push(host.parts.get(piece.id));
|
||||
}
|
||||
|
||||
const playSchema: SchemaYield = { type: 'schema', value: 'play <player> <row:number> <col:number>' };
|
||||
|
||||
export function createSetupRule() {
|
||||
return createRule('start', function*(this: TicTacToeHost) {
|
||||
this.pushContext({
|
||||
type: 'tic-tac-toe',
|
||||
currentPlayer: 'X',
|
||||
winner: null,
|
||||
moveCount: 0,
|
||||
} as TicTacToeState);
|
||||
|
||||
this.regions.add({
|
||||
const setup = createGameCommand(
|
||||
'setup',
|
||||
async function() {
|
||||
this.context.regions.add({
|
||||
id: 'board',
|
||||
axes: [
|
||||
{ name: 'x', min: 0, max: 2 },
|
||||
{ name: 'y', min: 0, max: 2 },
|
||||
],
|
||||
children: [],
|
||||
} as Region);
|
||||
});
|
||||
|
||||
let currentPlayer: 'X' | 'O' = 'X';
|
||||
let turnResult: TurnResult | undefined;
|
||||
let turn = 1;
|
||||
|
||||
while (true) {
|
||||
const yieldValue: InvokeYield = {
|
||||
type: 'invoke',
|
||||
rule: 'turn',
|
||||
command: { name: 'turn', params: [currentPlayer], flags: {}, options: {} } as Command,
|
||||
};
|
||||
const ctx = yield yieldValue;
|
||||
turnResult = (ctx as RuleContext<TurnResult>).resolution;
|
||||
if (turnResult?.winner) break;
|
||||
const turnOutput = await this.run<TurnResult>(`turn ${currentPlayer} ${turn++}`);
|
||||
if (!turnOutput.success) throw new Error(turnOutput.error);
|
||||
turnResult = turnOutput?.result.winner;
|
||||
if (turnResult) break;
|
||||
|
||||
currentPlayer = currentPlayer === 'X' ? 'O' : 'X';
|
||||
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
|
||||
state.value.currentPlayer = currentPlayer;
|
||||
}
|
||||
|
||||
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
|
||||
state.value.winner = turnResult?.winner ?? null;
|
||||
return { winner: state.value.winner };
|
||||
});
|
||||
return { winner: turnResult };
|
||||
}
|
||||
)
|
||||
|
||||
export function createTurnRule() {
|
||||
return createRule('turn <player>', function*(this: TicTacToeHost, cmd) {
|
||||
const turn = createGameCommand(
|
||||
'turn <player> <turn:number>',
|
||||
async function(cmd) {
|
||||
const [turnPlayer, turnNumber] = cmd.params as [string, number];
|
||||
while (true) {
|
||||
const received = yield playSchema;
|
||||
if ('resolution' in received) continue;
|
||||
|
||||
const playCmd = received as Command;
|
||||
if (playCmd.name !== 'play') continue;
|
||||
|
||||
const row = playCmd.params[1] as number;
|
||||
const col = playCmd.params[2] as number;
|
||||
const playCmd = await this.prompt('play <player> <row:number> <col:number>');
|
||||
const [player, row, col] = playCmd.params as [string, number, number];
|
||||
if(turnPlayer !== player) continue;
|
||||
|
||||
if (isNaN(row) || isNaN(col) || row < 0 || row > 2 || col < 0 || col > 2) continue;
|
||||
if (isCellOccupied(this, row, col)) continue;
|
||||
if (isCellOccupied(this.context, row, col)) continue;
|
||||
|
||||
const state = this.latestContext<TicTacToeState>('tic-tac-toe')!;
|
||||
if (state.value.winner) continue;
|
||||
placePiece(this.context, row, col, turnNumber);
|
||||
|
||||
placePiece(this, row, col, state.value.moveCount);
|
||||
state.value.moveCount++;
|
||||
|
||||
const winner = checkWinner(this);
|
||||
const winner = checkWinner(this.context);
|
||||
if (winner) return { winner };
|
||||
|
||||
if (state.value.moveCount >= 9) return { winner: 'draw' as const };
|
||||
if (turnNumber >= 9) return { winner: 'draw' as const };
|
||||
}
|
||||
});
|
||||
}
|
||||
);
|
||||
|
||||
export function registerTicTacToeRules(game: GameContextInstance) {
|
||||
game.registerRule('start', createSetupRule());
|
||||
game.registerRule('turn', createTurnRule());
|
||||
}
|
||||
|
||||
export function startTicTacToe(game: GameContextInstance) {
|
||||
game.dispatchCommand('start');
|
||||
export function registerTicTacToeCommands(registry: CommandRegistry<IGameContext>) {
|
||||
registerCommand(registry, setup);
|
||||
registerCommand(registry, turn);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,32 @@
|
|||
export class AsyncQueue<T> {
|
||||
private items: T[] = [];
|
||||
private resolvers: ((value: T) => void)[] = [];
|
||||
|
||||
push(item: T): void {
|
||||
if (this.resolvers.length > 0) {
|
||||
const resolve = this.resolvers.shift()!;
|
||||
resolve(item);
|
||||
} else {
|
||||
this.items.push(item);
|
||||
}
|
||||
}
|
||||
|
||||
pushAll(items: Iterable<T>): void {
|
||||
for (const item of items) {
|
||||
this.push(item);
|
||||
}
|
||||
}
|
||||
|
||||
async pop(): Promise<T> {
|
||||
if (this.items.length > 0) {
|
||||
return this.items.shift()!;
|
||||
}
|
||||
return new Promise<T>((resolve) => {
|
||||
this.resolvers.push(resolve);
|
||||
});
|
||||
}
|
||||
|
||||
get length(): number {
|
||||
return this.items.length - this.resolvers.length;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,7 +1,7 @@
|
|||
import type { Command } from './types.js';
|
||||
import type { CommandRunner, CommandRunnerContext, PromptEvent } from './command-runner.js';
|
||||
import type { Command, CommandSchema } from './types.js';
|
||||
import type {CommandResult, CommandRunner, CommandRunnerContext, PromptEvent} from './command-runner.js';
|
||||
import { parseCommand } from './command-parse.js';
|
||||
import { applyCommandSchema } from './command-apply.js';
|
||||
import { applyCommandSchema } from './command-validate.js';
|
||||
import { parseCommandSchema } from './schema-parse.js';
|
||||
|
||||
export type CommandRegistry<TContext> = Map<string, CommandRunner<TContext, unknown>>;
|
||||
|
|
@ -42,6 +42,10 @@ type Listener = (e: PromptEvent) => void;
|
|||
|
||||
export type CommandRunnerContextExport<TContext> = CommandRunnerContext<TContext> & {
|
||||
registry: CommandRegistry<TContext>;
|
||||
_activePrompt: PromptEvent | null;
|
||||
_resolvePrompt: (command: Command) => void;
|
||||
_rejectPrompt: (error: Error) => void;
|
||||
_pendingInput: string | null;
|
||||
};
|
||||
|
||||
export function createCommandRunnerContext<TContext>(
|
||||
|
|
@ -58,9 +62,26 @@ export function createCommandRunnerContext<TContext>(
|
|||
listeners.delete(listener);
|
||||
};
|
||||
|
||||
let activePrompt: PromptEvent | null = null;
|
||||
|
||||
const resolvePrompt = (command: Command) => {
|
||||
if (activePrompt) {
|
||||
activePrompt.resolve(command);
|
||||
activePrompt = null;
|
||||
}
|
||||
};
|
||||
|
||||
const rejectPrompt = (error: Error) => {
|
||||
if (activePrompt) {
|
||||
activePrompt.reject(error);
|
||||
activePrompt = null;
|
||||
}
|
||||
};
|
||||
|
||||
const prompt = (schema: Parameters<CommandRunnerContext<TContext>['prompt']>[0]): Promise<Command> => {
|
||||
const resolvedSchema = typeof schema === 'string' ? parseCommandSchema(schema) : schema;
|
||||
return new Promise((resolve, reject) => {
|
||||
activePrompt = { schema: resolvedSchema, resolve, reject };
|
||||
const event: PromptEvent = { schema: resolvedSchema, resolve, reject };
|
||||
for (const listener of listeners) {
|
||||
listener(event);
|
||||
|
|
@ -71,13 +92,21 @@ export function createCommandRunnerContext<TContext>(
|
|||
const runnerCtx: CommandRunnerContextExport<TContext> = {
|
||||
registry,
|
||||
context,
|
||||
run: (input: string) => runCommandWithContext(registry, runnerCtx, input),
|
||||
runParsed: (command: Command) => runCommandParsedWithContext(registry, runnerCtx, command),
|
||||
run: <T=unknown>(input: string) => runCommandWithContext(runnerCtx, input) as Promise<CommandResult<T>>,
|
||||
runParsed: (command: Command) => runCommandParsedWithContext(runnerCtx, command),
|
||||
prompt,
|
||||
on,
|
||||
off,
|
||||
_activePrompt: null,
|
||||
_resolvePrompt: resolvePrompt,
|
||||
_rejectPrompt: rejectPrompt,
|
||||
_pendingInput: null,
|
||||
};
|
||||
|
||||
Object.defineProperty(runnerCtx, '_activePrompt', {
|
||||
get: () => activePrompt,
|
||||
});
|
||||
|
||||
return runnerCtx;
|
||||
}
|
||||
|
||||
|
|
@ -85,7 +114,7 @@ async function executeWithRunnerContext<TContext>(
|
|||
runnerCtx: CommandRunnerContextExport<TContext>,
|
||||
runner: CommandRunner<TContext, unknown>,
|
||||
command: Command
|
||||
): Promise<{ success: true; result: unknown } | { success: false; error: string }> {
|
||||
): Promise<CommandResult> {
|
||||
try {
|
||||
const result = await runner.run.call(runnerCtx, command);
|
||||
return { success: true, result };
|
||||
|
|
@ -99,35 +128,33 @@ export async function runCommand<TContext>(
|
|||
registry: CommandRegistry<TContext>,
|
||||
context: TContext,
|
||||
input: string
|
||||
): Promise<{ success: true; result: unknown } | { success: false; error: string }> {
|
||||
): Promise<CommandResult> {
|
||||
const runnerCtx = createCommandRunnerContext(registry, context);
|
||||
return await runCommandWithContext(registry, runnerCtx, input);
|
||||
return await runCommandWithContext(runnerCtx, input);
|
||||
}
|
||||
|
||||
async function runCommandWithContext<TContext>(
|
||||
registry: CommandRegistry<TContext>,
|
||||
runnerCtx: CommandRunnerContextExport<TContext>,
|
||||
input: string
|
||||
): Promise<{ success: true; result: unknown } | { success: false; error: string }> {
|
||||
const command = parseCommand(input);
|
||||
return await runCommandParsedWithContext(registry, runnerCtx, command);
|
||||
return await runCommandParsedWithContext(runnerCtx, command);
|
||||
}
|
||||
|
||||
export async function runCommandParsed<TContext>(
|
||||
registry: CommandRegistry<TContext>,
|
||||
context: TContext,
|
||||
command: Command
|
||||
): Promise<{ success: true; result: unknown } | { success: false; error: string }> {
|
||||
): Promise<CommandResult> {
|
||||
const runnerCtx = createCommandRunnerContext(registry, context);
|
||||
return await runCommandParsedWithContext(registry, runnerCtx, command);
|
||||
return await runCommandParsedWithContext(runnerCtx, command);
|
||||
}
|
||||
|
||||
async function runCommandParsedWithContext<TContext>(
|
||||
registry: CommandRegistry<TContext>,
|
||||
runnerCtx: CommandRunnerContextExport<TContext>,
|
||||
command: Command
|
||||
): Promise<{ success: true; result: unknown } | { success: false; error: string }> {
|
||||
const runner = registry.get(command.name);
|
||||
): Promise<CommandResult> {
|
||||
const runner = runnerCtx.registry.get(command.name);
|
||||
if (!runner) {
|
||||
return { success: false, error: `Unknown command: ${command.name}` };
|
||||
}
|
||||
|
|
|
|||
|
|
@ -10,9 +10,17 @@ export type CommandRunnerEvents = {
|
|||
prompt: PromptEvent;
|
||||
};
|
||||
|
||||
export type CommandResult<T=unknown> = {
|
||||
success: true;
|
||||
result: T;
|
||||
} | {
|
||||
success: false;
|
||||
error: string;
|
||||
}
|
||||
|
||||
export type CommandRunnerContext<TContext> = {
|
||||
context: TContext;
|
||||
run: (input: string) => Promise<{ success: true; result: unknown } | { success: false; error: string }>;
|
||||
run: <T=unknown>(input: string) => Promise<CommandResult<T>>;
|
||||
runParsed: (command: Command) => Promise<{ success: true; result: unknown } | { success: false; error: string }>;
|
||||
prompt: (schema: CommandSchema | string) => Promise<Command>;
|
||||
on: <T extends keyof CommandRunnerEvents>(event: T, listener: (e: CommandRunnerEvents[T]) => void) => void;
|
||||
|
|
|
|||
|
|
@ -0,0 +1,126 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import { createGameContext, createGameCommand } from '../../src/core/game';
|
||||
import { createCommandRegistry, parseCommandSchema, type CommandRegistry } from '../../src/utils/command';
|
||||
import type { IGameContext } from '../../src/core/game';
|
||||
|
||||
describe('createGameContext', () => {
|
||||
it('should create a game context with empty parts and regions', () => {
|
||||
const registry = createCommandRegistry<IGameContext>();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
expect(ctx.parts.collection.value).toEqual({});
|
||||
expect(ctx.regions.collection.value).toEqual({});
|
||||
});
|
||||
|
||||
it('should wire commands to the context', () => {
|
||||
const registry = createCommandRegistry<IGameContext>();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
expect(ctx.commands).not.toBeNull();
|
||||
expect(ctx.commands.registry).toBe(registry);
|
||||
expect(ctx.commands.context).toBe(ctx);
|
||||
});
|
||||
|
||||
it('should forward prompt events to the prompts queue', async () => {
|
||||
const registry = createCommandRegistry<IGameContext>();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
const schema = parseCommandSchema('test <value>');
|
||||
registry.set('test', {
|
||||
schema,
|
||||
run: async function () {
|
||||
return this.prompt('prompt <answer>');
|
||||
},
|
||||
});
|
||||
|
||||
const runPromise = ctx.commands.run('test hello');
|
||||
|
||||
await new Promise((r) => setTimeout(r, 0));
|
||||
|
||||
const promptEvent = await ctx.prompts.pop();
|
||||
expect(promptEvent).not.toBeNull();
|
||||
expect(promptEvent.schema.name).toBe('prompt');
|
||||
|
||||
promptEvent.resolve({ name: 'prompt', params: ['yes'], options: {}, flags: {} });
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect((result.result as any).params[0]).toBe('yes');
|
||||
}
|
||||
});
|
||||
});
|
||||
|
||||
describe('createGameCommand', () => {
|
||||
it('should create a command from a string schema', () => {
|
||||
const cmd = createGameCommand('test <a>', async function () {
|
||||
return 1;
|
||||
});
|
||||
|
||||
expect(cmd.schema.name).toBe('test');
|
||||
expect(cmd.schema.params[0].name).toBe('a');
|
||||
expect(cmd.schema.params[0].required).toBe(true);
|
||||
});
|
||||
|
||||
it('should create a command from a CommandSchema object', () => {
|
||||
const schema = parseCommandSchema('foo <x> [y]');
|
||||
const cmd = createGameCommand(schema, async function () {
|
||||
return 2;
|
||||
});
|
||||
|
||||
expect(cmd.schema.name).toBe('foo');
|
||||
expect(cmd.schema.params[0].name).toBe('x');
|
||||
expect(cmd.schema.params[0].required).toBe(true);
|
||||
expect(cmd.schema.params[1].name).toBe('y');
|
||||
expect(cmd.schema.params[1].required).toBe(false);
|
||||
});
|
||||
|
||||
it('should run a command with access to game context', async () => {
|
||||
const registry = createCommandRegistry<IGameContext>();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
const addRegion = createGameCommand('add-region <id>', async function (cmd) {
|
||||
const id = cmd.params[0] as string;
|
||||
this.context.regions.add({ id, axes: [], children: [] });
|
||||
return id;
|
||||
});
|
||||
|
||||
registry.set('add-region', addRegion);
|
||||
|
||||
const result = await ctx.commands.run('add-region board');
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe('board');
|
||||
}
|
||||
expect(ctx.regions.get('board')).not.toBeNull();
|
||||
});
|
||||
|
||||
it('should run a command that adds parts', async () => {
|
||||
const registry = createCommandRegistry<IGameContext>();
|
||||
const ctx = createGameContext(registry);
|
||||
|
||||
ctx.regions.add({ id: 'zone', axes: [], children: [] });
|
||||
|
||||
const addPart = createGameCommand('add-part <id>', async function (cmd) {
|
||||
const id = cmd.params[0] as string;
|
||||
const part = {
|
||||
id,
|
||||
sides: 1,
|
||||
side: 0,
|
||||
region: this.context.regions.get('zone'),
|
||||
position: [0],
|
||||
};
|
||||
this.context.parts.add(part);
|
||||
return id;
|
||||
});
|
||||
|
||||
registry.set('add-part', addPart);
|
||||
|
||||
const result = await ctx.commands.run('add-part piece-1');
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) {
|
||||
expect(result.result).toBe('piece-1');
|
||||
}
|
||||
expect(ctx.parts.get('piece-1')).not.toBeNull();
|
||||
});
|
||||
});
|
||||
|
|
@ -1,396 +0,0 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import { createRule, type RuleContext, type RuleEngineHost } from '../../src/core/rule';
|
||||
import { createGameContext } from '../../src/core/context';
|
||||
import type { Command } from '../../src/utils/command';
|
||||
|
||||
function isCommand(value: Command | RuleContext<unknown>): value is Command {
|
||||
return 'name' in value;
|
||||
}
|
||||
|
||||
function schema(value: string | { name: string; params: any[]; options: any[]; flags: any[] }) {
|
||||
return { type: 'schema' as const, value };
|
||||
}
|
||||
|
||||
describe('Rule System', () => {
|
||||
function createTestGame() {
|
||||
const game = createGameContext();
|
||||
return game;
|
||||
}
|
||||
|
||||
describe('createRule', () => {
|
||||
it('should create a rule definition with parsed schema', () => {
|
||||
const rule = createRule('<from> <to> [--force]', function*(cmd) {
|
||||
return { from: cmd.params[0], to: cmd.params[1] };
|
||||
});
|
||||
|
||||
expect(rule.schema.params).toHaveLength(2);
|
||||
expect(rule.schema.params[0].name).toBe('from');
|
||||
expect(rule.schema.params[0].required).toBe(true);
|
||||
expect(rule.schema.params[1].name).toBe('to');
|
||||
expect(rule.schema.params[1].required).toBe(true);
|
||||
expect(Object.keys(rule.schema.flags)).toHaveLength(1);
|
||||
expect(rule.schema.flags.force.name).toBe('force');
|
||||
});
|
||||
|
||||
it('should create a generator when called', () => {
|
||||
const game = createTestGame();
|
||||
const rule = createRule('<target>', function*(cmd) {
|
||||
return cmd.params[0];
|
||||
});
|
||||
|
||||
const gen = rule.create.call(game as unknown as RuleEngineHost, { name: 'test', params: ['card1'], flags: {}, options: {} });
|
||||
const result = gen.next();
|
||||
expect(result.done).toBe(true);
|
||||
expect(result.value).toBe('card1');
|
||||
});
|
||||
});
|
||||
|
||||
describe('dispatchCommand - rule invocation', () => {
|
||||
it('should invoke a registered rule and yield schema', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
return { moved: cmd.params[0] };
|
||||
}));
|
||||
|
||||
const ctx = game.dispatchCommand('move card1 hand');
|
||||
|
||||
expect(ctx).toBeDefined();
|
||||
expect(ctx!.state).toBe('yielded');
|
||||
expect(ctx!.schema).toBeDefined();
|
||||
expect(ctx!.resolution).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should complete a rule when final command matches yielded schema', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
const confirm = yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
const confirmCmd = isCommand(confirm) ? confirm : undefined;
|
||||
return { moved: cmd.params[0], confirmed: confirmCmd?.name === 'confirm' };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('move card1 hand');
|
||||
const ctx = game.dispatchCommand('confirm');
|
||||
|
||||
expect(ctx).toBeDefined();
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ moved: 'card1', confirmed: true });
|
||||
});
|
||||
|
||||
it('should return undefined when command matches no rule and no yielded context', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
const result = game.dispatchCommand('unknown command');
|
||||
|
||||
expect(result).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should pass the initial command to the generator', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('attack', createRule('<target> [--power: number]', function*(cmd) {
|
||||
return { target: cmd.params[0], power: cmd.options.power || '1' };
|
||||
}));
|
||||
|
||||
const ctx = game.dispatchCommand('attack goblin --power 5');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ target: 'goblin', power: 5 });
|
||||
});
|
||||
|
||||
it('should complete immediately if generator does not yield', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('look', createRule('[--at]', function*() {
|
||||
return 'looked';
|
||||
}));
|
||||
|
||||
const ctx = game.dispatchCommand('look');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toBe('looked');
|
||||
});
|
||||
});
|
||||
|
||||
describe('dispatchCommand - rule priority', () => {
|
||||
it('should prioritize new rule invocation over feeding yielded context', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
return { moved: cmd.params[0] };
|
||||
}));
|
||||
|
||||
game.registerRule('confirm', createRule('', function*() {
|
||||
return 'new confirm rule';
|
||||
}));
|
||||
|
||||
game.dispatchCommand('move card1 hand');
|
||||
|
||||
const ctx = game.dispatchCommand('confirm');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toBe('new confirm rule');
|
||||
expect(ctx!.type).toBe('');
|
||||
});
|
||||
});
|
||||
|
||||
describe('dispatchCommand - fallback to yielded context', () => {
|
||||
it('should feed a yielded context when command does not match any rule', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
const response = yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
const rcmd = isCommand(response) ? response : undefined;
|
||||
return { moved: cmd.params[0], response: rcmd?.name };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('move card1 hand');
|
||||
const ctx = game.dispatchCommand('yes');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ moved: 'card1', response: 'yes' });
|
||||
});
|
||||
|
||||
it('should skip non-matching commands for yielded context', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('move', createRule('<from> <to>', function*(cmd) {
|
||||
const response = yield schema('<item>');
|
||||
const rcmd = isCommand(response) ? response : undefined;
|
||||
return { response: rcmd?.params[0] };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('move card1 hand');
|
||||
|
||||
const ctx = game.dispatchCommand('goblin');
|
||||
|
||||
expect(ctx).toBeUndefined();
|
||||
});
|
||||
|
||||
it('should validate command against yielded schema', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('trade', createRule('<from> <to>', function*(cmd) {
|
||||
const response = yield schema('<item> [amount: number]');
|
||||
const rcmd = isCommand(response) ? response : undefined;
|
||||
return { traded: rcmd?.params[0] };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('trade player1 player2');
|
||||
const ctx = game.dispatchCommand('offer gold 5');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ traded: 'gold' });
|
||||
});
|
||||
});
|
||||
|
||||
describe('dispatchCommand - deepest context first', () => {
|
||||
it('should feed the deepest yielded context', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('parent', createRule('<action>', function*() {
|
||||
yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
return 'parent done';
|
||||
}));
|
||||
|
||||
game.registerRule('child', createRule('<target>', function*() {
|
||||
yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
return 'child done';
|
||||
}));
|
||||
|
||||
game.dispatchCommand('parent start');
|
||||
game.dispatchCommand('child target1');
|
||||
|
||||
const ctx = game.dispatchCommand('grandchild_cmd');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toBe('child done');
|
||||
});
|
||||
});
|
||||
|
||||
describe('nested rule invocations', () => {
|
||||
it('should link child to parent', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('parent', createRule('<action>', function*() {
|
||||
yield schema('child_cmd');
|
||||
return 'parent done';
|
||||
}));
|
||||
|
||||
game.registerRule('child_cmd', createRule('<target>', function*() {
|
||||
return 'child done';
|
||||
}));
|
||||
|
||||
game.dispatchCommand('parent start');
|
||||
const parentCtx = game.ruleContexts.value[0];
|
||||
|
||||
game.dispatchCommand('child_cmd target1');
|
||||
|
||||
expect(parentCtx.state).toBe('waiting');
|
||||
|
||||
const childCtx = game.ruleContexts.value[1];
|
||||
expect(childCtx.parent).toBe(parentCtx);
|
||||
expect(parentCtx.children).toContain(childCtx);
|
||||
});
|
||||
|
||||
it('should discard previous children when a new child is invoked', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('parent', createRule('<action>', function*() {
|
||||
yield schema('child_a | child_b');
|
||||
return 'parent done';
|
||||
}));
|
||||
|
||||
game.registerRule('child_a', createRule('<target>', function*() {
|
||||
return 'child_a done';
|
||||
}));
|
||||
|
||||
game.registerRule('child_b', createRule('<target>', function*() {
|
||||
return 'child_b done';
|
||||
}));
|
||||
|
||||
game.dispatchCommand('parent start');
|
||||
game.dispatchCommand('child_a target1');
|
||||
|
||||
expect(game.ruleContexts.value.length).toBe(2);
|
||||
|
||||
const oldParent = game.ruleContexts.value[0];
|
||||
expect(oldParent.children).toHaveLength(1);
|
||||
|
||||
game.dispatchCommand('parent start');
|
||||
game.dispatchCommand('child_b target2');
|
||||
|
||||
const newParent = game.ruleContexts.value[2];
|
||||
expect(newParent.children).toHaveLength(1);
|
||||
expect(newParent.children[0].resolution).toBe('child_b done');
|
||||
});
|
||||
});
|
||||
|
||||
describe('context tracking', () => {
|
||||
it('should track rule contexts in ruleContexts signal', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('test', createRule('<arg>', function*() {
|
||||
yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
return 'done';
|
||||
}));
|
||||
|
||||
expect(game.ruleContexts.value.length).toBe(0);
|
||||
|
||||
game.dispatchCommand('test arg1');
|
||||
|
||||
expect(game.ruleContexts.value.length).toBe(1);
|
||||
expect(game.ruleContexts.value[0].state).toBe('yielded');
|
||||
});
|
||||
});
|
||||
|
||||
describe('error handling', () => {
|
||||
it('should leave context in place when generator throws', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('failing', createRule('<arg>', function*() {
|
||||
throw new Error('rule error');
|
||||
}));
|
||||
|
||||
expect(() => game.dispatchCommand('failing arg1')).toThrow('rule error');
|
||||
|
||||
expect(game.ruleContexts.value.length).toBe(1);
|
||||
});
|
||||
|
||||
it('should leave children in place when child generator throws', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('parent', createRule('<action>', function*() {
|
||||
yield schema('child');
|
||||
return 'parent done';
|
||||
}));
|
||||
|
||||
game.registerRule('child', createRule('<target>', function*() {
|
||||
throw new Error('child error');
|
||||
}));
|
||||
|
||||
game.dispatchCommand('parent start');
|
||||
expect(() => game.dispatchCommand('child target1')).toThrow('child error');
|
||||
|
||||
expect(game.ruleContexts.value.length).toBe(2);
|
||||
});
|
||||
});
|
||||
|
||||
describe('schema yielding', () => {
|
||||
it('should accept a CommandSchema object as yield value', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
const customSchema = {
|
||||
name: 'custom',
|
||||
params: [{ name: 'x', required: true, variadic: false }],
|
||||
options: [],
|
||||
flags: [],
|
||||
};
|
||||
|
||||
game.registerRule('test', createRule('<arg>', function*() {
|
||||
const cmd = yield schema(customSchema);
|
||||
const rcmd = isCommand(cmd) ? cmd : undefined;
|
||||
return { received: rcmd?.params[0] };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('test val1');
|
||||
const ctx = game.dispatchCommand('custom hello');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ received: 'hello' });
|
||||
});
|
||||
|
||||
it('should parse string schema on each yield', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('multi', createRule('<start>', function*() {
|
||||
const a = yield schema('<value>');
|
||||
const b = yield schema('<value>');
|
||||
const acmd = isCommand(a) ? a : undefined;
|
||||
const bcmd = isCommand(b) ? b : undefined;
|
||||
return { a: acmd?.params[0], b: bcmd?.params[0] };
|
||||
}));
|
||||
|
||||
game.dispatchCommand('multi init');
|
||||
game.dispatchCommand('cmd first');
|
||||
const ctx = game.dispatchCommand('cmd second');
|
||||
|
||||
expect(ctx!.state).toBe('done');
|
||||
expect(ctx!.resolution).toEqual({ a: 'first', b: 'second' });
|
||||
});
|
||||
});
|
||||
|
||||
describe('complex flow', () => {
|
||||
it('should handle a multi-step game flow', () => {
|
||||
const game = createTestGame();
|
||||
|
||||
game.registerRule('start', createRule('<player>', function*(cmd) {
|
||||
const player = cmd.params[0];
|
||||
const action = yield schema({ name: '', params: [], options: [], flags: [] });
|
||||
|
||||
if (isCommand(action)) {
|
||||
if (action.name === 'move') {
|
||||
yield schema('<target>');
|
||||
} else if (action.name === 'attack') {
|
||||
yield schema('<target> [--power: number]');
|
||||
}
|
||||
}
|
||||
|
||||
return { player, action: isCommand(action) ? action.name : '' };
|
||||
}));
|
||||
|
||||
const ctx1 = game.dispatchCommand('start alice');
|
||||
expect(ctx1!.state).toBe('yielded');
|
||||
|
||||
const ctx2 = game.dispatchCommand('attack');
|
||||
expect(ctx2!.state).toBe('yielded');
|
||||
|
||||
const ctx3 = game.dispatchCommand('attack goblin --power 3');
|
||||
expect(ctx3!.state).toBe('done');
|
||||
expect(ctx3!.resolution).toEqual({ player: 'alice', action: 'attack' });
|
||||
});
|
||||
});
|
||||
});
|
||||
|
|
@ -1,127 +1,346 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import { createGameContext } from '../../src/core/context';
|
||||
import { registerTicTacToeRules, startTicTacToe, type TicTacToeState } from '../../src/samples/tic-tac-toe';
|
||||
import { createGameContext } from '../../src/core/game';
|
||||
import { createCommandRegistry } from '../../src/utils/command';
|
||||
import { registerTicTacToeCommands, checkWinner, isCellOccupied, placePiece } from '../../src/samples/tic-tac-toe';
|
||||
import type { IGameContext } from '../../src/core/game';
|
||||
import type { Part } from '../../src/core/part';
|
||||
|
||||
describe('Tic-Tac-Toe', () => {
|
||||
function createGame() {
|
||||
const game = createGameContext();
|
||||
registerTicTacToeRules(game);
|
||||
return game;
|
||||
function createTestContext() {
|
||||
const registry = createCommandRegistry<IGameContext>();
|
||||
registerTicTacToeCommands(registry);
|
||||
const ctx = createGameContext(registry);
|
||||
return { registry, ctx };
|
||||
}
|
||||
|
||||
function getBoardState(game: ReturnType<typeof createGame>) {
|
||||
return game.latestContext<TicTacToeState>('tic-tac-toe')!.value;
|
||||
function setupBoard(ctx: IGameContext) {
|
||||
ctx.regions.add({
|
||||
id: 'board',
|
||||
axes: [
|
||||
{ name: 'x', min: 0, max: 2 },
|
||||
{ name: 'y', min: 0, max: 2 },
|
||||
],
|
||||
children: [],
|
||||
});
|
||||
}
|
||||
|
||||
it('should initialize the board and start the game', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
function addPiece(ctx: IGameContext, id: string, row: number, col: number) {
|
||||
const board = ctx.regions.get('board');
|
||||
const part: Part = {
|
||||
id,
|
||||
sides: 1,
|
||||
side: 0,
|
||||
region: board,
|
||||
position: [row, col],
|
||||
};
|
||||
ctx.parts.add(part);
|
||||
board.value.children.push(ctx.parts.get(id));
|
||||
}
|
||||
|
||||
const state = getBoardState(game);
|
||||
expect(state.currentPlayer).toBe('X');
|
||||
expect(state.winner).toBeNull();
|
||||
expect(state.moveCount).toBe(0);
|
||||
describe('TicTacToe - helper functions', () => {
|
||||
describe('checkWinner', () => {
|
||||
it('should return null for empty board', () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
const board = game.regions.get('board');
|
||||
expect(board.value.axes).toHaveLength(2);
|
||||
expect(board.value.axes[0].name).toBe('x');
|
||||
expect(board.value.axes[1].name).toBe('y');
|
||||
expect(checkWinner(ctx)).toBeNull();
|
||||
});
|
||||
|
||||
it('should play moves and determine a winner', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
it('should detect horizontal win for X', () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
// X wins with column 0
|
||||
game.dispatchCommand('play X 0 0');
|
||||
game.dispatchCommand('play O 0 1');
|
||||
game.dispatchCommand('play X 1 0');
|
||||
game.dispatchCommand('play O 1 1');
|
||||
game.dispatchCommand('play X 2 0');
|
||||
addPiece(ctx, 'piece-1', 0, 0);
|
||||
addPiece(ctx, 'piece-2', 1, 0);
|
||||
addPiece(ctx, 'piece-3', 0, 1);
|
||||
addPiece(ctx, 'piece-4', 1, 1);
|
||||
addPiece(ctx, 'piece-5', 0, 2);
|
||||
|
||||
const state = getBoardState(game);
|
||||
expect(state.winner).toBe('X');
|
||||
expect(state.moveCount).toBe(5);
|
||||
expect(checkWinner(ctx)).toBe('X');
|
||||
});
|
||||
|
||||
it('should reject out-of-bounds moves', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
it('should detect horizontal win for O', () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
const beforeCount = getBoardState(game).moveCount;
|
||||
addPiece(ctx, 'piece-1', 2, 0);
|
||||
addPiece(ctx, 'piece-2', 1, 0);
|
||||
addPiece(ctx, 'piece-3', 2, 1);
|
||||
addPiece(ctx, 'piece-4', 1, 1);
|
||||
addPiece(ctx, 'piece-5', 0, 0);
|
||||
addPiece(ctx, 'piece-6', 1, 2);
|
||||
|
||||
game.dispatchCommand('play X 5 5');
|
||||
game.dispatchCommand('play X -1 0');
|
||||
game.dispatchCommand('play X 3 3');
|
||||
|
||||
expect(getBoardState(game).moveCount).toBe(beforeCount);
|
||||
expect(checkWinner(ctx)).toBe('O');
|
||||
});
|
||||
|
||||
it('should reject moves on occupied cells', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
it('should detect vertical win', () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
game.dispatchCommand('play X 1 1');
|
||||
expect(getBoardState(game).moveCount).toBe(1);
|
||||
addPiece(ctx, 'piece-1', 0, 0);
|
||||
addPiece(ctx, 'piece-2', 0, 1);
|
||||
addPiece(ctx, 'piece-3', 1, 0);
|
||||
addPiece(ctx, 'piece-4', 1, 1);
|
||||
addPiece(ctx, 'piece-5', 2, 0);
|
||||
|
||||
// Try to play on the same cell
|
||||
game.dispatchCommand('play O 1 1');
|
||||
expect(getBoardState(game).moveCount).toBe(1);
|
||||
expect(checkWinner(ctx)).toBe('X');
|
||||
});
|
||||
|
||||
it('should ignore moves after game is over', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
it('should detect diagonal win (top-left to bottom-right)', () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
// X wins
|
||||
game.dispatchCommand('play X 0 0');
|
||||
game.dispatchCommand('play O 0 1');
|
||||
game.dispatchCommand('play X 1 0');
|
||||
game.dispatchCommand('play O 1 1');
|
||||
game.dispatchCommand('play X 2 0');
|
||||
addPiece(ctx, 'piece-1', 0, 0);
|
||||
addPiece(ctx, 'piece-2', 0, 1);
|
||||
addPiece(ctx, 'piece-3', 1, 1);
|
||||
addPiece(ctx, 'piece-4', 0, 2);
|
||||
addPiece(ctx, 'piece-5', 2, 2);
|
||||
|
||||
expect(getBoardState(game).winner).toBe('X');
|
||||
const moveCountAfterWin = getBoardState(game).moveCount;
|
||||
|
||||
// Try to play more
|
||||
game.dispatchCommand('play X 2 1');
|
||||
game.dispatchCommand('play O 2 2');
|
||||
|
||||
expect(getBoardState(game).moveCount).toBe(moveCountAfterWin);
|
||||
expect(checkWinner(ctx)).toBe('X');
|
||||
});
|
||||
|
||||
it('should detect a draw', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
it('should detect diagonal win (top-right to bottom-left)', () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
// Fill board with no winner (cat's game)
|
||||
// X: (1,1), (0,2), (2,2), (1,0), (2,1)
|
||||
// O: (0,0), (2,0), (0,1), (1,2)
|
||||
game.dispatchCommand('play X 1 1'); // X
|
||||
game.dispatchCommand('play O 0 0'); // O
|
||||
game.dispatchCommand('play X 0 2'); // X
|
||||
game.dispatchCommand('play O 2 0'); // O
|
||||
game.dispatchCommand('play X 2 2'); // X
|
||||
game.dispatchCommand('play O 0 1'); // O
|
||||
game.dispatchCommand('play X 1 0'); // X
|
||||
game.dispatchCommand('play O 1 2'); // O
|
||||
game.dispatchCommand('play X 2 1'); // X (last move, draw)
|
||||
addPiece(ctx, 'piece-1', 0, 0);
|
||||
addPiece(ctx, 'piece-2', 0, 2);
|
||||
addPiece(ctx, 'piece-3', 1, 0);
|
||||
addPiece(ctx, 'piece-4', 1, 1);
|
||||
addPiece(ctx, 'piece-5', 1, 2);
|
||||
addPiece(ctx, 'piece-6', 2, 0);
|
||||
|
||||
const state = getBoardState(game);
|
||||
expect(state.winner).toBe('draw');
|
||||
expect(state.moveCount).toBe(9);
|
||||
expect(checkWinner(ctx)).toBe('O');
|
||||
});
|
||||
|
||||
it('should place parts on the board region at correct positions', () => {
|
||||
const game = createGame();
|
||||
startTicTacToe(game);
|
||||
it('should return null for no winner', () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
game.dispatchCommand('play X 1 2');
|
||||
addPiece(ctx, 'piece-1', 0, 0);
|
||||
addPiece(ctx, 'piece-2', 0, 1);
|
||||
addPiece(ctx, 'piece-3', 1, 2);
|
||||
|
||||
const board = game.regions.get('board');
|
||||
expect(board.value.children).toHaveLength(1);
|
||||
|
||||
const piece = board.value.children[0].value;
|
||||
expect(piece.position).toEqual([1, 2]);
|
||||
expect(checkWinner(ctx)).toBeNull();
|
||||
});
|
||||
});
|
||||
|
||||
describe('isCellOccupied', () => {
|
||||
it('should return false for empty cell', () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
expect(isCellOccupied(ctx, 1, 1)).toBe(false);
|
||||
});
|
||||
|
||||
it('should return true for occupied cell', () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
addPiece(ctx, 'piece-1', 1, 1);
|
||||
|
||||
expect(isCellOccupied(ctx, 1, 1)).toBe(true);
|
||||
});
|
||||
|
||||
it('should return false for different cell', () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
addPiece(ctx, 'piece-1', 0, 0);
|
||||
|
||||
expect(isCellOccupied(ctx, 1, 1)).toBe(false);
|
||||
});
|
||||
});
|
||||
|
||||
describe('placePiece', () => {
|
||||
it('should add a piece to the board', () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
placePiece(ctx, 1, 1, 1);
|
||||
|
||||
expect(ctx.parts.get('piece-1')).not.toBeNull();
|
||||
expect(ctx.parts.get('piece-1').value.position).toEqual([1, 1]);
|
||||
});
|
||||
|
||||
it('should add piece to board region children', () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
placePiece(ctx, 0, 0, 1);
|
||||
|
||||
const board = ctx.regions.get('board');
|
||||
expect(board.value.children.length).toBe(1);
|
||||
});
|
||||
});
|
||||
});
|
||||
|
||||
describe('TicTacToe - game flow', () => {
|
||||
it('should have setup and turn commands registered', () => {
|
||||
const { registry } = createTestContext();
|
||||
|
||||
expect(registry.has('setup')).toBe(true);
|
||||
expect(registry.has('turn')).toBe(true);
|
||||
});
|
||||
|
||||
it('should setup board when setup command runs', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
|
||||
const runPromise = ctx.commands.run('setup');
|
||||
|
||||
const promptEvent = await ctx.prompts.pop();
|
||||
expect(promptEvent).not.toBeNull();
|
||||
expect(promptEvent.schema.name).toBe('play');
|
||||
|
||||
promptEvent.reject(new Error('test end'));
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(false);
|
||||
});
|
||||
|
||||
it('should accept valid move via turn command', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
const runPromise = ctx.commands.run('turn X 1');
|
||||
|
||||
const promptEvent = await ctx.prompts.pop();
|
||||
expect(promptEvent).not.toBeNull();
|
||||
expect(promptEvent.schema.name).toBe('play');
|
||||
|
||||
promptEvent.resolve({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} });
|
||||
|
||||
// After valid non-winning move, turn command prompts again, reject to stop
|
||||
const promptEvent2 = await ctx.prompts.pop();
|
||||
promptEvent2.reject(new Error('done'));
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(false);
|
||||
expect(ctx.parts.get('piece-1')).not.toBeNull();
|
||||
expect(ctx.parts.get('piece-1').value.position).toEqual([1, 1]);
|
||||
});
|
||||
|
||||
it('should reject move for wrong player and re-prompt', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
const runPromise = ctx.commands.run('turn X 1');
|
||||
|
||||
const promptEvent1 = await ctx.prompts.pop();
|
||||
promptEvent1.resolve({ name: 'play', params: ['O', 1, 1], options: {}, flags: {} });
|
||||
|
||||
const promptEvent2 = await ctx.prompts.pop();
|
||||
expect(promptEvent2).not.toBeNull();
|
||||
|
||||
promptEvent2.resolve({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} });
|
||||
|
||||
// After valid non-winning move, reject next prompt
|
||||
const promptEvent3 = await ctx.prompts.pop();
|
||||
promptEvent3.reject(new Error('done'));
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(false);
|
||||
});
|
||||
|
||||
it('should reject move to occupied cell and re-prompt', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
addPiece(ctx, 'piece-0', 1, 1);
|
||||
|
||||
const runPromise = ctx.commands.run('turn X 1');
|
||||
|
||||
const promptEvent1 = await ctx.prompts.pop();
|
||||
promptEvent1.resolve({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} });
|
||||
|
||||
const promptEvent2 = await ctx.prompts.pop();
|
||||
expect(promptEvent2).not.toBeNull();
|
||||
|
||||
promptEvent2.resolve({ name: 'play', params: ['X', 0, 0], options: {}, flags: {} });
|
||||
|
||||
// After valid non-winning move, reject next prompt
|
||||
const promptEvent3 = await ctx.prompts.pop();
|
||||
promptEvent3.reject(new Error('done'));
|
||||
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(false);
|
||||
});
|
||||
|
||||
it('should detect winner after winning move', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
// X plays (0,0)
|
||||
let runPromise = ctx.commands.run('turn X 1');
|
||||
let prompt = await ctx.prompts.pop();
|
||||
prompt.resolve({ name: 'play', params: ['X', 0, 0], options: {}, flags: {} });
|
||||
let promptNext = await ctx.prompts.pop();
|
||||
promptNext.reject(new Error('next turn'));
|
||||
let result = await runPromise;
|
||||
expect(result.success).toBe(false);
|
||||
|
||||
// O plays (0,1)
|
||||
runPromise = ctx.commands.run('turn O 2');
|
||||
prompt = await ctx.prompts.pop();
|
||||
prompt.resolve({ name: 'play', params: ['O', 0, 1], options: {}, flags: {} });
|
||||
promptNext = await ctx.prompts.pop();
|
||||
promptNext.reject(new Error('next turn'));
|
||||
result = await runPromise;
|
||||
expect(result.success).toBe(false);
|
||||
|
||||
// X plays (1,0)
|
||||
runPromise = ctx.commands.run('turn X 3');
|
||||
prompt = await ctx.prompts.pop();
|
||||
prompt.resolve({ name: 'play', params: ['X', 1, 0], options: {}, flags: {} });
|
||||
promptNext = await ctx.prompts.pop();
|
||||
promptNext.reject(new Error('next turn'));
|
||||
result = await runPromise;
|
||||
expect(result.success).toBe(false);
|
||||
|
||||
// O plays (0,2)
|
||||
runPromise = ctx.commands.run('turn O 4');
|
||||
prompt = await ctx.prompts.pop();
|
||||
prompt.resolve({ name: 'play', params: ['O', 0, 2], options: {}, flags: {} });
|
||||
promptNext = await ctx.prompts.pop();
|
||||
promptNext.reject(new Error('next turn'));
|
||||
result = await runPromise;
|
||||
expect(result.success).toBe(false);
|
||||
|
||||
// X plays (2,0) - wins with vertical line
|
||||
runPromise = ctx.commands.run('turn X 5');
|
||||
prompt = await ctx.prompts.pop();
|
||||
prompt.resolve({ name: 'play', params: ['X', 2, 0], options: {}, flags: {} });
|
||||
result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) expect((result.result as any).winner).toBe('X');
|
||||
});
|
||||
|
||||
it('should detect draw after 9 moves', async () => {
|
||||
const { ctx } = createTestContext();
|
||||
setupBoard(ctx);
|
||||
|
||||
// Pre-place 8 pieces that don't form any winning line for either player
|
||||
// Using positions that clearly don't form lines
|
||||
// X pieces at even indices, O pieces at odd indices
|
||||
const pieces = [
|
||||
{ id: 'p1', pos: [0, 0] }, // X
|
||||
{ id: 'p2', pos: [2, 2] }, // O
|
||||
{ id: 'p3', pos: [0, 2] }, // X
|
||||
{ id: 'p4', pos: [2, 0] }, // O
|
||||
{ id: 'p5', pos: [1, 0] }, // X
|
||||
{ id: 'p6', pos: [0, 1] }, // O
|
||||
{ id: 'p7', pos: [2, 1] }, // X
|
||||
{ id: 'p8', pos: [1, 2] }, // O
|
||||
];
|
||||
|
||||
for (const { id, pos } of pieces) {
|
||||
addPiece(ctx, id, pos[0], pos[1]);
|
||||
}
|
||||
|
||||
// Verify no winner before 9th move
|
||||
expect(checkWinner(ctx)).toBeNull();
|
||||
|
||||
// Now X plays (1,1) for the 9th move -> draw
|
||||
const runPromise = ctx.commands.run('turn X 9');
|
||||
const prompt = await ctx.prompts.pop();
|
||||
prompt.resolve({ name: 'play', params: ['X', 1, 1], options: {}, flags: {} });
|
||||
const result = await runPromise;
|
||||
expect(result.success).toBe(true);
|
||||
if (result.success) expect((result.result as any).winner).toBe('draw');
|
||||
});
|
||||
});
|
||||
|
|
|
|||
|
|
@ -0,0 +1,104 @@
|
|||
import { describe, it, expect } from 'vitest';
|
||||
import { AsyncQueue } from '../../src/utils/async-queue';
|
||||
|
||||
describe('AsyncQueue', () => {
|
||||
describe('push', () => {
|
||||
it('should add item to queue', () => {
|
||||
const queue = new AsyncQueue<number>();
|
||||
queue.push(1);
|
||||
expect(queue.length).toBe(1);
|
||||
});
|
||||
});
|
||||
|
||||
describe('pop', () => {
|
||||
it('should return item immediately if queue is not empty', async () => {
|
||||
const queue = new AsyncQueue<number>();
|
||||
queue.push(1);
|
||||
queue.push(2);
|
||||
|
||||
const result = await queue.pop();
|
||||
expect(result).toBe(1);
|
||||
expect(queue.length).toBe(1);
|
||||
});
|
||||
|
||||
it('should wait for item if queue is empty', async () => {
|
||||
const queue = new AsyncQueue<number>();
|
||||
|
||||
const popPromise = queue.pop();
|
||||
|
||||
queue.push(42);
|
||||
|
||||
const result = await popPromise;
|
||||
expect(result).toBe(42);
|
||||
expect(queue.length).toBe(0);
|
||||
});
|
||||
|
||||
it('should return items in FIFO order', async () => {
|
||||
const queue = new AsyncQueue<number>();
|
||||
queue.push(1);
|
||||
queue.push(2);
|
||||
queue.push(3);
|
||||
|
||||
expect(await queue.pop()).toBe(1);
|
||||
expect(await queue.pop()).toBe(2);
|
||||
expect(await queue.pop()).toBe(3);
|
||||
});
|
||||
});
|
||||
|
||||
describe('pushAll', () => {
|
||||
it('should add all items to queue', async () => {
|
||||
const queue = new AsyncQueue<number>();
|
||||
queue.pushAll([1, 2, 3]);
|
||||
|
||||
expect(queue.length).toBe(3);
|
||||
expect(await queue.pop()).toBe(1);
|
||||
expect(await queue.pop()).toBe(2);
|
||||
expect(await queue.pop()).toBe(3);
|
||||
});
|
||||
|
||||
it('should accept any iterable', async () => {
|
||||
const queue = new AsyncQueue<number>();
|
||||
queue.pushAll(new Set([10, 20, 30]));
|
||||
|
||||
expect(await queue.pop()).toBe(10);
|
||||
expect(await queue.pop()).toBe(20);
|
||||
expect(await queue.pop()).toBe(30);
|
||||
});
|
||||
|
||||
it('should resolve waiting pops', async () => {
|
||||
const queue = new AsyncQueue<number>();
|
||||
|
||||
const pop1 = queue.pop();
|
||||
const pop2 = queue.pop();
|
||||
|
||||
queue.pushAll([1, 2]);
|
||||
|
||||
expect(await pop1).toBe(1);
|
||||
expect(await pop2).toBe(2);
|
||||
expect(queue.length).toBe(0);
|
||||
});
|
||||
});
|
||||
|
||||
describe('length', () => {
|
||||
it('should return 0 for empty queue', () => {
|
||||
const queue = new AsyncQueue<number>();
|
||||
expect(queue.length).toBe(0);
|
||||
});
|
||||
|
||||
it('should reflect pending consumers as negative', () => {
|
||||
const queue = new AsyncQueue<number>();
|
||||
queue.pop(); // no await, so it's pending
|
||||
expect(queue.length).toBe(-1);
|
||||
});
|
||||
|
||||
it('should update after push and pop', async () => {
|
||||
const queue = new AsyncQueue<number>();
|
||||
queue.push(1);
|
||||
queue.push(2);
|
||||
expect(queue.length).toBe(2);
|
||||
|
||||
await queue.pop();
|
||||
expect(queue.length).toBe(1);
|
||||
});
|
||||
});
|
||||
});
|
||||
Loading…
Reference in New Issue